I really like this tide and there are lots of ways to buff attack numbers and provide wound re-rolls allowing you to really go fishing for those mortal wounds.Ī new ‘Tide’ which makes running and charging a bit more reliable. It adds 6″ to the range of “Psi” weaponry but also adds a very nice effect to your Nemesis weapons causing them to inflict a mortal wound on a wound roll of a 6 (in addition to normal damage). This is an interesting ‘Tide’ as it enhances both ranged and melee attacks for units in your army, allowing your Purgation Squads tucked safely out of harms way and the unit of Grey Knights embroiled in combat with some Death Guard to benefit at the same time. Let’s have a closer look at the different ‘Tides’ below.
There is one small but important change to the mechanic though in that you can no longer return to a Tide that was previously dominent (as indicated in the Warp Shaping power itself). You still pick a Tide to be dominent at the start of the first Battle Round and you’re able to change it during subsequent Psychic Phases using the Warp Shaping power from the Dominus Discipline. The ‘Tides’ rules return from Psychic Awakening but the bonuses they provide have changed slightly. On top of this, as long as every unit in your army is a Grey Knight (excluding Agent of the Imperium and Unaligned models) every model in your army also gains “The Aegis” ability, providing a 5+ shrug against mortal wounds and a +1 to Deny the Witch tests. Troops units also gain the Objective Secured ability as standard. In addition each Grand Master and Brother-Captain must be from a different Brotherhood (more on this shortly). Here you’re restricted to a single Grand Master and Brother-Captain model per Detachment in your army. We get the usual Detachment restrictions as is custom in many a 9th edition Codex.